Need help adding polys

jaebeajaebea Posts: 456
edited January 2017 in The Commons

Normally someone is asking just the opposite!  I just bought an old dino model, Apatosaurus.  Obviously, this big guy is built only for faraway shots except for the head. The head is built with a high poly count then from the neck down, low polys!  This seriously affects the texture.....really nice head, blurry and pixelated body and it looks awful!  Not usable for what I want to do with it.  Tried a bunch of shaders before I figured out what the problem was.  So, any way I can increase the poly count in the body area only in DS?  I have only decreased polys in the decimator but have never had to increase them.

Post edited by jaebea on

Comments

  • 3Diva3Diva Posts: 11,970

    I think this might tell how to do that: http://docs.daz3d.com/doku.php/artzone/pub/software/subd/start

  • Rashad CarterRashad Carter Posts: 1,830
    edited January 2017

    What about simply using higher subdivision? If nothing else enable higher subdivision for Rendering and leave the viewport minimal to avoid slowdowns. As far as I understand any changes made to the polygons including changing the total number or altering the winding order is unwanted, because all morphs and the like would completely break. So if you do decide to increase polygons anywhere, your mesh needs to be fully static by that time. Once its a static mesh, you can increase polygons easily with most any modeling app. But you could end up with problems at the seams. Generally, increasing the polygons in a single area is more trouble than it's worth. Better to increase the polygons overall. Morphing capabilities and fitting abilities will be lost if not handled carefully.

    There is the ideal of HD sculpting. But I'm not certain of the workflow or the level of skill or the applications required to actually do it. I also don't know if the HD tech is availble to everyone yet, so it may not be an option for the average user. Hopefully someone will chime in with much better knowledge on all of this. Best of luck.

    Post edited by Rashad Carter on
  • HavosHavos Posts: 5,575

    I can not reproduce what you are seeing, when I render this model, the skin texture is not great, as you would expect given the model is so old, but it is not as bad as you are describing, and for me the head textures looks little better than the rest of the body. The texture is a bit stretched around the legs, and the neck and body textures do not line up as well as expected, is this the effect you are having?

    To improve any of this however, more polys will not be the answer, instead you need a higher quality texture. I did sub divide the model to give more polys, but it did not improve the look at all (nor did it get worse)/

    Apatosaurus.jpg
    1024 x 1024 - 131K
  • jaebeajaebea Posts: 456

    You are looking at it from far away.  I need a closeup of the head and neck.  There is a huge difference between the two.  I added some different Iray leather shaders and got the same result, great looking head, terrible neck.  After a couple of shaders, I then looked at the wire frame and saw the problem.

  • I agree, it sounds like you need a new texture. The currnet UV Mapping scheme has the head covering a lot more area than the body in relative terms. Therefore all you can do is to create a new map for the body that is double the current size so that it matches up. Or you could completely redo the UV mapping which all depends on your level of skill and patience.

    High Res head, low res everything else is a common theme. Its much less likely to happen with newer content.

    One other solution could be using a procedural cellular or hexagon shaped pattern to carve out the scales. I think DS has a few native procedural functions, no?

  • jaebeajaebea Posts: 456

    I need a closeup of the head and neck.  There is a huge difference between the two.  I added some different Iray leather shaders and got the same result, great looking head, terrible neck.  After a couple of shaders, I then looked at the wire frame and saw the problem.

  • HavosHavos Posts: 5,575

    The issue is the model has been poorly UV mapped, lack of polys is not the problem. Basically the head and body have been put on the same surface, so you can not apply different UV tiling to each one, as is needed.

    I split the head and body into separate surfaces using the "Geometry Editor" under Tools. I then applied a leather shader, and made sure the body was tiled three times more than the head. Below is the result I got. Not brillant, but at least the skin on the head and neck look the same.

    Apatosaurus3.jpg
    1024 x 1024 - 160K
  • jaebeajaebea Posts: 456

    Hmmmmm, how interesting!  I didn't know you could do that in DS!  I will have to try it, thanks!

  • Roman_K2Roman_K2 Posts: 1,267

    Needs a little something ah, je ne sais quois, on the nose.

    Hmmm, leather?  I noticed a set of "reptile scales" type shaders, reduced price in the DAZ store this past week."

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